Experience: Difference between revisions

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==Mechanics==
==Mechanics==
In most games of the series, the experience gained from each defeated enemy is the product of a base value unique to the enemy type, a value based on the scenario's "Battle Level", and any modifiers on the player character, such as those granted by [[EXP Boost]], [[Hi-EXP Boost]], [[Experience Boost]], [[Double EXP]], the [[EXP Necklace]], the [[EXP Earring]], the [[EXP Ring]], or the [[EXP Bracelet]]. Upon acquiring experience, a counter appears on the HUD displaying the amount earned from the battle, as well as the experience required to reach the next [[Level]]; generally, the amount gained from a specific enemy will also appear over that enemy as they fade away. ''[[Kingdom Hearts II]]'' introduces [[Bonus Level]]s, which increase after clearing scripted events and earn the party stat boosts, equipment slots, or new abilities.
In most games of the series, the experience gained from each defeated enemy is the product of a base value unique to the enemy type, a value based on the scenario's "Battle Level", and any modifiers on the player character, such as those granted by [[EXP Boost]], [[Hi-EXP Boost]], [[Experience Boost]], [[Double EXP]], the [[EXP Necklace]], the [[EXP Earring]], the [[EXP Ring]], or the [[EXP Bracelet]]. Upon acquiring experience, a counter appears on the HUD displaying the amount earned from the battle, as well as the experience required to reach the next [[Level]]; generally, the amount gained from a specific enemy will also appear over that enemy as they fade away. ''[[Kingdom Hearts II]]'' introduces [[Bonus Level]]s, which increase after clearing scripted events and earn the party stat boosts, equipment slots, or new abilities. The recurring [[EXP Walker]] ability allows the user to gain one experience point per step walked. Unlike other games, earning enough experience in ''[[Kingdom Hearts 358/2 Days]]'' and ''[[Kingdom Hearts Re:coded]]'' grants a [[Level Up Chip]] that increases the user's level by at least 1 as long as it is equipped.


In ''Kingdom Hearts'', during the [[Dive to the Heart]], Sora's answers to the questions posed by [[Tidus]], [[Selphie]], and [[Wakka]] can influence the rate at which he gains experience. If his answers lead to dawn, he rapidly gains experience early on, but the rate slows down as he reaches later levels. Midday options mean the rate he gains experience, regardless of level, will be a consistent pace. Night options mean early levels take more experience than usual, but at later levels he levels up faster.  
In ''Kingdom Hearts'', during the [[Dive to the Heart]], Sora's answers to the questions posed by [[Tidus]], [[Selphie]], and [[Wakka]] can influence the rate at which he gains experience. If his answers lead to dawn, he rapidly gains experience early on, but the rate slows down as he reaches later levels. Midday options mean the rate he gains experience, regardless of level, will be a consistent pace. Night options mean early levels take more experience than usual, but at later levels he levels up faster.  
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<!--In ''Kingdom Hearts II'', there are multiple EXP levels that increase independently from the standard party levels and Bonus Levels. [[Drive Form]]s level up based on certain factors such as landing hits, collecting Drive Orb prizes, and defeating a certain type of enemy. [[Summon]]s gain one experience point based on when the Summon Gauge drops a level. Moogles also have their own level, with synthesized items granting the Moogle a set amount of EXP. The amount of EXP granted can be boosted by adding a [[Bright]] material to a recipe.
In ''Kingdom Hearts II'', there are multiple EXP levels that increase independently from the standard party levels and Bonus Levels. [[Drive Form]]s level up based on certain factors such as landing hits, collecting Drive Orb prizes, and defeating a certain type of enemy. [[Summon]]s gain one experience point based on when the Summon Gauge drops a level. Moogles also have their own level, with synthesized items granting the Moogle a set amount of EXP. The amount of EXP granted can be boosted by adding a [[Bright]] material to a recipe.


In ''Kingdom Hearts Birth by Sleep'',-->
In ''Kingdom Hearts Birth by Sleep'', {{c|Deck Command|KHBBS}}s gain experience in the form of '''Command Points''', or '''CP'''. Each command has a max level, and leveling up commands allows them to be used in [[Command Meld]]ing with each other to gain access to more commands. The [[Double CP]] ability increases the CP gained per enemy. Using a [[Secret Gem]] during Command Meld allows the resulting command to reach max level. {{c|Finish Command|KHBBS}}s use a similar system to Drive Forms, though the exact requirements for each finisher in the protagonist's finish tree depends on certain requirements and which finisher is equipped.
 
In ''Kingdom Hearts 3D: Dream Drop Distance'', Spirit [[Dream Eater]]s gain experience independently from Sora and Riku, and are unaffected by [[Zero EXP]]. Spirits gain experience by defeating enemies or playing with [[Training Toy]]s. Spirits also have an Affinity that maxes out at 9 and increases by a similar method, but defeating enemies will always add one Affinity experience point per enemy defeated.
{{Section-stub}}<!--Tech Points, EXP Walker, Drive/Summon EXP, Bonus EXP (bosses in KH2), Moogle EXP, Command EXP, Spirit EXP, Affinity (on this page?)-->
{{Section-stub}}<!--Tech Points, EXP Walker, Drive/Summon EXP, Bonus EXP (bosses in KH2), Moogle EXP, Command EXP, Spirit EXP, Affinity (on this page?)-->


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